This seamless 3D texture features a highly detailed tactile plate composed of circular bumps arranged uniformly on a matte metal surface, rendered at an impressive 8K resolution. The base material is a steel-gray metal substrate characterized by a finely brushed finish that minimizes glare while accentuating the realistic texture of the metal. The subtle surface grit and slight wear patterns impart an authentic, industrial feel, reflecting typical weathering and use over time. The circular bumps are raised evenly, providing enhanced grip and anti-skid properties essential for floor safety applications. These tactile elements are carefully designed to simulate the physical properties of metal plates commonly used in public infrastructure, pedestrian walkways, and wheelchair-accessible surfaces, ensuring both functionality and visual accuracy in 3D environments.
The material composition is expertly captured across the PBR channels to deliver photorealistic rendering results. The BaseColor or Albedo map presents the steel gray hue with nuanced pigment variations and mild oxide layer hints, adding depth to the metal’s appearance. The Normal map defines the tactile pattern of circular bumps with precise height and contour detail, while the Height or Displacement map enhances the perception of raised bumps for parallax or tessellation effects. The Roughness map controls the surface’s matte finish, balancing diffuse reflection and subtle specular highlights to avoid unwanted shine. The Metallic channel confirms the metal’s high conductivity and reflectivity, and Ambient Occlusion enriches shadowing in crevices around the bumps for enhanced realism. This texture is optimized for seamless tiling, making it ideal for large-scale industrial and commercial visualizations.
Designed for seamless integration with modern 3D engines and software, this PBR texture is Unreal Engine, Blender, and Unity ready, supporting high-fidelity rendering workflows. Its 8K resolution ensures exceptional detail even in close-up views, perfect for architectural visualization, safety design simulations, and game asset development. For practical implementation, adjusting the UV scale to match real-world tactile plate dimensions preserves the proportional spacing of the circular bumps, while fine-tuning the roughness map can tailor the grip surface’s reflectivity to suit varying environmental lighting conditions. This approach ensures the texture maintains both visual authenticity and functional accuracy across diverse industrial and accessibility scenarios.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
